d3d10: Handle rasterizer state in d3d10_effect_object_apply().
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@ -74,6 +74,7 @@ struct d3d10_effect_object
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enum d3d10_effect_object_type type;
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enum d3d10_effect_object_type type;
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union
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union
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{
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{
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ID3D10RasterizerState *rs;
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ID3D10VertexShader *vs;
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ID3D10VertexShader *vs;
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ID3D10PixelShader *ps;
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ID3D10PixelShader *ps;
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ID3D10GeometryShader *gs;
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ID3D10GeometryShader *gs;
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@ -1339,6 +1339,14 @@ static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char **ptr
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switch (o->type)
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switch (o->type)
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{
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{
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case D3D10_EOT_RASTERIZER_STATE:
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{
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ID3D10EffectRasterizerVariable *rv = variable->lpVtbl->AsRasterizer(variable);
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if (FAILED(hr = rv->lpVtbl->GetRasterizerState(rv, variable_idx, &o->object.rs)))
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return hr;
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break;
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}
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case D3D10_EOT_VERTEXSHADER:
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case D3D10_EOT_VERTEXSHADER:
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{
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{
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ID3D10EffectShaderVariable *sv = variable->lpVtbl->AsShader(variable);
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ID3D10EffectShaderVariable *sv = variable->lpVtbl->AsShader(variable);
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@ -1369,7 +1377,6 @@ static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char **ptr
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break;
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break;
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}
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}
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case D3D10_EOT_RASTERIZER_STATE:
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case D3D10_EOT_DEPTH_STENCIL_STATE:
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case D3D10_EOT_DEPTH_STENCIL_STATE:
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case D3D10_EOT_BLEND_STATE:
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case D3D10_EOT_BLEND_STATE:
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case D3D10_EOT_STENCIL_REF:
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case D3D10_EOT_STENCIL_REF:
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@ -2159,6 +2166,10 @@ static HRESULT d3d10_effect_object_apply(struct d3d10_effect_object *o)
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switch(o->type)
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switch(o->type)
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{
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{
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case D3D10_EOT_RASTERIZER_STATE:
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ID3D10Device_RSSetState(device, o->object.rs);
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return S_OK;
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case D3D10_EOT_VERTEXSHADER:
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case D3D10_EOT_VERTEXSHADER:
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ID3D10Device_VSSetShader(device, o->object.vs);
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ID3D10Device_VSSetShader(device, o->object.vs);
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return S_OK;
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return S_OK;
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@ -2258,6 +2269,11 @@ static void d3d10_effect_object_destroy(struct d3d10_effect_object *o)
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{
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{
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switch (o->type)
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switch (o->type)
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{
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{
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case D3D10_EOT_RASTERIZER_STATE:
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if (o->object.rs)
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ID3D10RasterizerState_Release(o->object.rs);
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break;
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case D3D10_EOT_VERTEXSHADER:
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case D3D10_EOT_VERTEXSHADER:
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if (o->object.vs)
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if (o->object.vs)
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ID3D10VertexShader_Release(o->object.vs);
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ID3D10VertexShader_Release(o->object.vs);
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